protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); var deltaTimes = GetDeltaTimes(gameTime); state?.Draw(deltaTimes); _debugOverlay.Draw(deltaTimes); base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { if (_isResolutionChanged) { graphics.ApplyChanges(); _isResolutionChanged = false; } graphics.GraphicsDevice.Clear(Color.CornflowerBlue); var deltaTimes = GetDeltaTimes(gameTime); state?.Draw(deltaTimes); if (Config.DebugMode) { _debugOverlay.Draw(deltaTimes); } base.Draw(gameTime); }
protected override void Draw(GameTime gameTime) { const double maxTint = 0.5d; float tintCoeff = (float)((1 - maxTint) + GameParameters.GameSpeed * maxTint); Color bgColor = Color.LightBlue; GraphicsDevice.Clear(new Color(bgColor.R / 255f, bgColor.G * tintCoeff / 255, bgColor.B * tintCoeff / 255)); // TODO: Add your drawing code here base.Draw(gameTime); _spriteBatch.Begin(); map.Draw(_spriteBatch, gameTime); debugOverlay.Draw(_spriteBatch, gameTime); _spriteBatch.End(); ++frameCounter; }
public override void Draw(RenderTarget g) { base.Draw(g); debugOverlay.Draw(g); }
// This is for drawing 2D elements which depend on the Scene3D, e.g tooltips and health bars. internal void Render(DrawingContext2D drawingContext) { SelectionGui.Draw(drawingContext, Camera); DebugOverlay.Draw(drawingContext, Camera); }